diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:46:26 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-15 12:46:26 +0300 |
commit | bf1235b017b254ba989b156c73c4ce18ba4e6c23 (patch) | |
tree | 8dd5dad68be3aa5cda16938cc3bfaa70f6faad41 /indra/newview/app_settings/shaders/class3 | |
parent | 1e9e5a7b7629276d509c352699fb5891c2dc6587 (diff) | |
parent | e7eced3c87310b15ac20cc3cd470d67686104a14 (diff) |
Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
7 files changed, 75 insertions, 75 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index c2b9ed3d96..09fd389370 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class3\deferred\multiPointLightV.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -29,9 +29,9 @@ out vec4 vary_fragcoord; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - vary_fragcoord = pos; + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + vary_fragcoord = pos; - gl_Position = pos; + gl_Position = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index 8d23f1b427..6111f0bf77 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class3\deferred\pointLightV.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -36,10 +36,10 @@ out vec3 trans_center; void main() { - //transform vertex - vec3 p = position*size+center; - vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); - vary_fragcoord = pos; - trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; - gl_Position = pos; + //transform vertex + vec3 p = position*size+center; + vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); + vary_fragcoord = pos; + trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; + gl_Position = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index f7e7268cc3..5555024b03 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -36,13 +36,13 @@ out vec3 camera_ray; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = pos.xy * 0.5 + 0.5; + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; - vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); + vary_fragcoord = pos.xy * 0.5 + 0.5; + + vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); camera_ray = rayOrig.xyz / rayOrig.w; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl index f14f7eac8d..e8901c7ba2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -92,7 +92,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float vec2 screenPosition; bool hit = false; hitColor = vec4(0); - + int i = 0; if (depth > depthRejectBias) { @@ -107,7 +107,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float } depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; - + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; @@ -151,7 +151,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float { step *= 0.5; marchingPosition = marchingPosition - step * sign(delta); - + screenPosition = generateProjectedPosition(marchingPosition); if (screenPosition.x > 1 || screenPosition.x < 0 || screenPosition.y > 1 || screenPosition.y < 0) @@ -180,7 +180,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float } } } - + return hit; } @@ -335,18 +335,18 @@ collectedColor = vec4(1, 0, 1, 1); vec2 uv2 = tc * screen_res; float c = (uv2.x + uv2.y) * 0.125; float jitter = mod( c, 1.0); - + vec2 screenpos = 1 - abs(tc * 2 - 1); float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 16,0, 1); vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 5.5 - 0.8, 0, 1); - + float zFar = 128.0; vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); vignette *= clamp(glossiness * 3 - 1.7, 0, 1); vec4 hitpoint; - + glossiness = 1 - glossiness; totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette)); @@ -376,7 +376,7 @@ collectedColor = vec4(1, 0, 1, 1); collectedColor.a += 1; } } - + if (hits > 0) { collectedColor /= hits; diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl index 16381a5d51..9c2b367158 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl @@ -41,19 +41,19 @@ uniform mat4 modelview_projection_matrix; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); if (above_water > 0) { pos = modelview_projection_matrix*pos; } - gl_Position = pos; + gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = pos; + vary_fragcoord = pos; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 77bbbabfae..8d6b5cf890 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -1,34 +1,34 @@ -/** +/** * @file class3\lighting\lightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + // used for preview renders only vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color); + vec4 c = sumLights(pos, norm, color); return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index c1aee69c30..85b05ca034 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -4,25 +4,25 @@ * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); @@ -32,35 +32,35 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) { - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - vec3 view = normalize(pos); - - /// collect all the specular values from each calcXXXLightSpecular() function - vec4 specularSum = vec4(0.0); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); - col.rgb = scaleDownLight(col.rgb); - - // Add windlight lights - col.rgb += atmosAmbient(); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); + vec4 col = vec4(0.0, 0.0, 0.0, color.a); + + vec3 view = normalize(pos); + + /// collect all the specular values from each calcXXXLightSpecular() function + vec4 specularSum = vec4(0.0); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); + col.rgb = scaleDownLight(col.rgb); + + // Add windlight lights + col.rgb += atmosAmbient(); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); - col.rgb = min(col.rgb*color.rgb, 1.0); - specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); + col.rgb = min(col.rgb*color.rgb, 1.0); + specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); - col.rgb += specularColor.rgb; - return col; + col.rgb += specularColor.rgb; + return col; } |